A3 Book section, Chapters in research books
New Technologies Shaping Learning? : AR Learning Experiences and Integration Model (2020)


Aaltola, Kirsi Maria (2020). New Technologies Shaping Learning? : AR Learning Experiences and Integration Model. In Zheng, Robert Z. (Eds.) Cognitive and Affective Perspectives on Immersive Technology in Education. IGI Global, 195-214. DOI: 10.4018/978-1-7998-3250-8.ch010


JYU authors or editors


Publication details

All authors or editors: Aaltola, Kirsi Maria

Parent publication: Cognitive and Affective Perspectives on Immersive Technology in Education

Parent publication editors: Zheng, Robert Z.

ISBN: 978-1-7998-3251-5

eISBN: 978-1-7998-3250-8

Publication year: 2020

Pages range: 195-214

Number of pages in the book: 337

Publisher: IGI Global

Publication country: United States

Publication language: English

DOI: http://doi.org/10.4018/978-1-7998-3250-8.ch010

Open Access: Publication channel is not openly available


Abstract

Jean Piaget described that intelligence is shaped by experience. In augmented reality (AR) learning environments, the learner may have an immersive experience, from a sensor-motoric opportunity as a person to 3D experience. Few studies in the academic literature directly evaluate and analyze learning technology with regard to immersive experience in training. This chapter seeks to examine learning experiences when playing with AR learning technologies and suggests an alternative implementation model for the integration of immersive learning content to adult training. Specifically, this study examines a learning tool and a game targeted for the professionals working in security and peacebuilding context. This study points out a relevance of cognitive and constructive learning processes with a special attention to experience and reflection, and that technological immersive tools can positively support training when designed properly. Moreover, case study findings led to proposing an implementation model to integrate immersive content, AR tools, and games into adult training.


Keywords: augmented reality; learning experiences; learning environment


Contributing organizations


Ministry reporting: Yes

Reporting Year: 2020

Preliminary JUFO rating: 1


Last updated on 2020-09-07 at 23:12